feat(engine): swap ACCENT_PRIMARY from cyan #6fc2ef to brick red #a54242
Project-wide palette shift at user request. Replaces the cyan primary accent everywhere it surfaces — splash boot screen, home menu glyphs, action chevrons, replay overlay banner + scrub fill + chip border, achievement checkmarks, leaderboard #1 indicator, radial menu fill, focus ring, card-back canonical badge, etc. — with `#a54242` from the same base16-eighties family as the existing pink suit colour. Knock-on changes that all land in this commit per the lockstep rule: - ui_theme.rs: ACCENT_PRIMARY (#a54242), ACCENT_PRIMARY_HOVER (#c25e5e brightened companion), FOCUS_RING (same hue, 0.85 alpha). Module-level palette comment + STOCK_BADGE_FG + CARD_SHADOW_ALPHA_DRAG doc strings updated to match. - card_plugin.rs: card_back_colour(0) now returns the brick-red ACCENT_PRIMARY (was cyan). RED_SUIT_COLOUR_CBM swapped from cyan to lime #acc267 — the CBM alternative needs to stay hue-distinct from the new red-family primary, lime is the next-best non-red base16-eighties accent. text_colour doc + CBM tests renamed cyan→lime in lockstep (text_colour_color_blind_mode_swaps_red_suits_to_lime). - card_face_svg.rs: BACK_ACCENTS[0] now "#a54242" (canonical Terminal back). - splash_plugin.rs / ui_modal.rs / replay_overlay.rs / selection_plugin.rs: descriptive "cyan" comments swapped to "accent" / "primary-accent" wording so the doc strings stay decoupled from any specific hue. Future palette tweaks won't require comment churn. - design-system.md: YAML token frontmatter updated (primary, surface-tint, suit-red-cb, primary-container, on-primary-container, inverse-primary). Palette table gains a project-specific `base08` slot for the new red. CTA / Selection / Card-back badge / Primary button / Bottom-bar active-icon / glow / CBM swap text all retuned. Historical references preserved (e.g. "Was cyan #6fc2ef before the 2026-05-08 swap") so the audit trail stays in the spec. - card_face_svg_pin.rs: rebaselined. Exactly one hash drift (back_0 — the canonical Terminal back's badge changed colour). Other 56 hashes identical (face SVGs don't reference the accent; back_1..4 use unchanged accents). The one-hash-drift signal confirms the change scope was surgical. Workspace clippy + cargo test --workspace clean, 1184 passing. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -1,7 +1,7 @@
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//! Launch splash overlay.
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//!
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//! On app start the engine spawns a fullscreen, high-Z overlay that
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//! reads the Terminal-style "boot screen" — a cyan cursor block, the
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//! reads the Terminal-style "boot screen" — an accent-coloured cursor block, the
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//! "Solitaire Quest" wordmark, a short fixture boot log, a progress
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//! bar, and a footer with the design-system palette swatches and the
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//! build version. The overlay fades in over 300 ms, holds for ~1 s,
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@@ -470,8 +470,8 @@ fn spawn_check_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont, labe
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/// "▌ ready_" line — visual signature of "boot complete, awaiting
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/// input". The leading `▌` glyph picks up `TEXT_PRIMARY` rather than
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/// `ACCENT_PRIMARY` so it doesn't compete with the big cyan cursor in
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/// the header; the *trailing* 6×12 px cyan pulse Node ([`SplashCursorPulse`])
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/// `ACCENT_PRIMARY` so it doesn't compete with the big accent cursor in
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/// the header; the *trailing* 6×12 px accent pulse Node ([`SplashCursorPulse`])
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/// is what carries the "alive, blinking" signal called for by the
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/// mockup. The pulse's alpha is multiplied with the global fade
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/// timeline by [`pulse_splash_cursor`] so it never fights the
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@@ -492,7 +492,7 @@ fn spawn_ready_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
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line_font.clone(),
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TextColor(transparent(TEXT_PRIMARY)),
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));
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// Trailing 6×12 cyan pulse cursor. Node-with-explicit-
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// Trailing 6×12 accent pulse cursor. Node-with-explicit-
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// dimensions rather than a `█` text glyph so the size
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// doesn't drift with the line font; matches the mockup's
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// 6×12 px spec literally. Pulse animation lives in
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@@ -511,7 +511,7 @@ fn spawn_ready_row(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
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}
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/// Progress bar — a 1 px tall track in `BORDER_SUBTLE` with a 100 %-
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/// width cyan fill, plus a `DONE · 247 ASSETS` caption right-aligned
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/// width accent fill, plus a `DONE · 247 ASSETS` caption right-aligned
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/// below. The "247" is fixture text; the bar is decorative, not a
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/// real progress signal. Capped at 720 px width on desktop.
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fn spawn_progress_bar(parent: &mut ChildSpawnerCommands, line_font: &TextFont) {
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